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oukej

BI Developer
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About oukej

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    Ondrej Kuzel

core_pfieldgroups_3

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    sex, games & rocknroll
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    BI developer

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  • Interests
    sex, games and rocknroll

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  • Biography
    # BI customer since 2001, BI developer since 2013
    # game design @ future projects
    # combined arms gameplay evangelist
    # ladybug hunter
    # imaginary fly-boy
    # jack of all trolls, master of random


    Notable influences and fav games:
    OFP & Arma-s, Hidden&Dangerous-s, GTA-s, DCS, Dirt Rally, MSFX, Battlefield-s, Mount&Blade, Trine-s, Morrowind, Medieval 2 TW, Gothic II, Mafia, Vietcong, Mechwarrior, Rainbow Six, Delta Force, UT (mods - Strike Force, Infiltration, Tactical Ops, Strangelove), Falcon 4 BMS, Enemy Engaged, F-15 Strike Eagle III, F/A-18 Korea, X-Wing, Wargasm, Rally Championship 2000, Wacky Wheels, Stunts, TIM, ...
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  1. 18-04-2019 EXE rev. 145618 (game) EXE rev. 145618 (launcher) Size: ~894.5 MB DATA Added: Sand 5.56 STANAG magazines to the magazine wells Tweaked: AKSU magazine proxy replacement timing Tweaked: Adjusted camo of magazines used in the editor-placed weapons which are using magazine proxies Tweaked: Adjusted RPG-7 magazine proxy switching and slightly adjusted the proxy position Tweaked: The BLUFOR M320 does not shine so much anymore Tweaked: Increased the MX SW rate of fire to 750 rounds per minute Fixed: NATO vehicles in the Remnants of War campaign were using Pacific liveries Fixed: Typo in the function body of BIS_fnc_setDate (https://feedback.bistudio.com/T82819) Fixed: A few remaining vehicles in which it still was not possible to open the compass Fixed: CTRG story character loadouts Fixed: The Varsuk turbine was audible even when the tank had been wrecked (https://feedback.bistudio.com/T136457) Fixed: Zubr .45 ACP magazine well definition Warlords Added: You can now blacklist units the AI will purchase by using WLAIRequisitonBlacklist[] = {}; with an array of blacklisted infantry classnames in you scenario's description.ext file Added: The cost of any asset can now be changed in the scenario's description.ext file (details) Removed: Respawn backpacks from Virtual Arsenal Fixed: Static defenses no longer limit the maximum group size even when deleted Fixed: Vehicles presets in the editor would not be spawned for sectors owned from the start by BLUFOR or OPFOR Fixed: Friendly fire penalty issues Fixed: Funds transfer exploit Fixed: Sector vote calculation for dead players Eden Editor Tweaked: Added better error reporting for incompatible markers; upgraded to serialize the 3D position instead of 2D Tweaked: Increased precision of the marker position when serializing Fixed: Environmental sounds were audible in the Eden Editor after loading or starting new scenarios even if they had been disabled in preferences ENGINE Documentation of some of the changes / additions will be added soon™ Added: kickTimeout settings in the server configs Added: OnUserKicked event handler for the server configs Added: kick.txt which works in sync with the new kickTimeout server config parameter (it is stored alongside ban.txt) Added: A server config parameter lobbyIdleTime to manage players sitting idle in the mission/role selection or briefing Added: calculatePath script command Added: PathCalculated entity event handler Added: addWeaponWithAttachmentsCargo and addWeaponWithAttachmentsCargoGlobal script commands Tweaked: allowedVoteCmds extended with a 'friendly ratio' - players are kicked if enough of players of the same side vote to kick Fixed: ban.txt would sometimes be read from or written to the game root, other times the user folder. From now on, it's always the user folder. Fixed: It was not possible to write into ban.txt and kick.txt Fixed: lnbSetTooltip (https://feedback.bistudio.com/T83315) Fixed: Year would not always sync when setDate was called from the server Fixed: animatePylon and setAmmoOnPylon would not take a pylon name as an argument Fixed: Crash in the voting system Fixed: Using waitUntil with Nil made the script enter a state of infinite suspension preliminary documentation for: kickTimeout, onUserKicked, side-votekick-ratio : https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3350010 votingTimeOut, roleTimeOut, briefingTimeOut, debriefingTimeOut, lobbyIdleTimeout https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3351042 LAUNCHER Added: Creator DLC Global Mobilization is now visible as optional DLC Tweaked: Texts
  2. oukej

    Please fix exploding vehicles when hit

    We've tried to get rid of the rollover explosions roughly around the time of the introduction of broken rotor blades. However we weren't able to fix the underlying issue of aircraft falling through the terrain (partially caused by different simulations - PhysX, Rotorlib and old Arma at the same time). So we've retained the explosions as a workaround. We don't like it either.
  3. 09-04-2019 EXE rev. 145537 (game) EXE rev. 145540 (launcher) Size: ~1.5 GB DATA Added: Magazine proxies to the following weapons: AKM, AK-12, AKS, MX, CAR-95, TRG-21, Mk20, Mk14, RPG-7, SPAR-16 (and expanded magazine wells with additional weapons)* Added: Van (Ambulance) is now using a custom sound controller for its siren Added: getMarkerPos [markerName, preserveElevation] for working with the Z coordinate Added: BIS_fnc_markerToString, BIS_fnc_stringToMarker, BIS_fnc_stringToMarkerLocal serialization functions Added: "EmptyLoadout" config class for the creation of empty unit loadouts Added: Scripted Event Handler OnGameInterrupt Fixed: Pacific NATO and CSAT UGV groups should now have Tropical versions of UGVs Fixed: Respawn Backpacks / camps now work correctly in MP; can also be placed by Zeus Fixed: Texts for the Clear All Mines waypoint were not localized * This change allows different types (f.e. color) magazines to be loaded into the same weapon dynamically, but the NATO (Pacific) and Syndikat loadouts (characters, containers, and vehicle cargos) have changed! Warlords Added: Unless their base is under attack, all playable units are now invulnerable after respawn until they leave the base (60 seconds maximum) Added: Long-range AA defense assets (SAM sites / radars) Added: Autonomous defenses are now limited to 3 per player Added: Parameter for maximum Command Points Added: Custom offset parameter for the Defenses Added: Friendly Fire protection for requested assets (first 3 minutes after being requested) Added: Team balance parameter Changed: Most requested assets are now locked by default and can be unlocked either directly via the Action menu or through the Strategy tab in the Request menu Changed: Increased the cost of repair and ammo trucks as well as the Rhino Changed: The Subordinates limit was increased to 3 for the 64-player Altis scenario Tweaked: The cost of planes was increased Fixed: Various script errors Eden Editor Added: Loading a scenario in Eden Editor will now call the "init3DEN.sqf" script in the scenario folder (when present). This can be useful for executing scenario-specific editor functionality. Fixed: Eden Editor export to SQF was not saving vehicle appearances correctly ENGINE Fixed: Non-local tank suspension looked wrong in multiplayer Fixed: Extreme volumes are no longer possible with playSound3D Fixed: Players were not considered in the list of a trigger when they entered a vehicle of another group LAUNCHER KNOWN ISSUE: Some buttons may not have the correct tool-tips Added: DLC support in Launcher (preparing for official third-party DLC) Added: Offical Servers tab in the SERVERS category
  4. No Dev-Branch update last week - because the update today was worth waiting for 😉
  5. No Dev-Branch update last week. Paving the lot for Bohemia Sandbox instead.
  6. 22-03-2019 EXE rev. 145470 (game) EXE rev. 145402 (launcher) Size: ~104.6 MB KNOWN ISSUE: Pop-up errors - icon_muzzle_snds_l_ca.paa and gear_acca_snds_93mmg_ca.paa not found DATA Added: Forest SoundEnvironExt for backward compatibility (it's using the same samples as forest_exp) Added: Checking of the noPop variable for Swivel Targets Changed: Expanded the Tracers module with a few extra attributes for setting a custom weapon and target for the tracers Fixed: The Tracers module was able to run out of ammo Fixed: The door on the Field Toilet and Toiletbox should work again Fixed: Adjusted STANAG 5.56 magazine height to avoid clipping with some of the magwells Fixed: RPT errors related to the VTOL_01 hit points ENGINE Added: The lightIsOn command can now be used on the same objects as the switchLight command Added: Logging of loaded addons on Linux servers Added: An improved "Session Lost" message with information about the file which has caused the disconnect (f.e. logging a PBO that was not compatible with the server data or was missing entirely) Changed: Location of cache.ch follows the "-profiles=" startup parameter now (C:\Users\*User*\AppData\Local\Arma 3\DataCache\ being the default one) Fixed: Issues with folders and creation of the cache on Linux servers Fixed: A crash in the Field Manual Fixed: A possible crash originating from the in-game HUD Fixed: A possible crash in multiplayer Fixed: RPT errors related to deprecated strings Fixed: The game did not launch if special characters (f.e. Cyrillic) were present in the user's profile path Eden Editor Fixed: create3DENComposition created objects but did not return an array (https://feedback.bistudio.com/T136400)
  7. oukej

    1.90 update - Troubleshooting

    When reporting issues, please, provide as much relevant technical info as possible. Feel free to PM us if the details contain sensitive info. Good general recommendations can be found here https://feedback.bistudio.com/w/ft_a3_howto/general/ Copy/paste error message System and environment of the server and of the client (dxdiag) RPT of the server and of the client (so we can see startup parameters, loaded mods in -mod and -servermods, paths, loaded addons...) Server configuration (https://community.bistudio.com/wiki/server.cfg) and server log What recommended steps you've tried and which helped/which didn't Does disabling BattlEye make any difference? Does setting verifySignatures to 0 make any difference?
  8. oukej

    1.90 update - Troubleshooting

    Then the PBO on the server and client may be different. I guess you're probably using Steam Workshop to autoupdate the mod ( https://steamcommunity.com/sharedfiles/filedetails/?id=501966277 ), right? In such case the mod on your side should be up-to-date. If you want to make sure you can delete and re-download both the PBOs and the BISIGNs. Otherwise please ask your server admin to clean up and update this mod on the server - both the PBOs and the KEYs.
  9. oukej

    1.90 update - Troubleshooting

    It can happen. That's why we mention this issue in every SPOTREP at the bottom 🙂
  10. oukej

    1.90 update - Troubleshooting

    ..\Arma 3 Server\steam_appid.txt has to contain 107410
  11. oukej

    1.90 update - Troubleshooting

    Can you please try running each instance with a different folder set in the -profiles= startup param?
  12. oukej

    1.90 update - Troubleshooting

    @RH-SPECTER I'm sorry to hear that. What has happened on the client? What was the disconnect message?
  13. No Dev-Branch update this week due to focus on 1.90 troubleshooting and a potential hotfix.
  14. oukej

    1.90 update - Troubleshooting

    There's a stricter verification of server data vs. client data in order to prevent clients with malicious data from joining. So with verifySignatures every .pbo that exists (and is automatically loaded - e.g. is in the Arma3/Addons, Arma3/*DLC*/Addons folders and also in the Addons folders of all mods listed under the "-mod=" parameter) on the server also needs to exist on the client. And it needs to contain the same data as on the server and it needs to be accompanied with a correct .bisign that matches a corresponding key on the server. If something worked in previous game updates then that does not necessarily mean it wasn't causing any harm. Clients with data mismatch could've been causing various other issues. In the past they would normally be able to join the game before getting kicked at some point later once already playing. Now they can't join at all. Good to hear! It may still be a helpful reminder for someone else 😉 We've tried to improve the UX of running a modded game as much as possible during the A3 development and I do believe that with Steam Workshop integration and the Launcher we've made the players experience as smooth as switching any standard game option in any other game. Yet I am afraid that because the game allows you to create your own server and adjust it to your liking, because of the openness and unparalleled moddability of Arma 3 and inherent complexity of the multiplayer security in such environment, the server administration tends to be a demanding task. Anyway, here I'm already drifting slightly off-topic.
  15. oukej

    1.90 update - Troubleshooting

    With the current profiling (v05) you should be able to debug what pbos are causing the issue. Chances are there's a .pbo on the server which is required from the clients but the clients don't have it.
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